• Title/Summary/Keyword: RPG

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RPG System Fuel Cell Modeling using Matlab (매틀랩을 이용한 RPG 시스템 연료전지 모델 구현)

  • Kim, N.Y.;Jang, Y.J.;Han, K.H.;Baek, S.H.
    • Proceedings of the KIEE Conference
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    • 2009.04b
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    • pp.251-252
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    • 2009
  • 본 논문에서는 Matlab & Simulink를 이용하여 PEM Fuel Cell의 RPG시스템을 모델링 하였다. 모델링을 위해 기본적인 PEMFC의 기본 구조와 원리를 설명하고, 압력, 온도, 농도 등을 고려한 시뮬레이션을 구현하였다. 일정 조건 하에서 실험을 통하여 시뮬레이션의 결과와 실험값을 비교하였다.

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Implementation of the Travel RPG Application Based on Augmented Reality (증강현실 기반의 여행 RPG 어플리케이션 구현)

  • Yun, Su Bin;Hong, Seon Su;Park, Yeon-U;Lee, Ki Young
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.10a
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    • pp.546-547
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    • 2019
  • 본 논문은 증강현실 기술과 GPS 기능을 합친 여행 어플리케이션으로 사용자가 어플리케이션 내에 지정된 장소로 가서 화면을 비췄을 때 화면 내에서 관광지에 대한 정보를 얻을 수 있고, 그 장소에 실제로 다녀간 사용자들이 남긴 다양한 주변 정보들 까지 한눈에 볼 수 있도록 개발하였다. 증강현실을 통해 여행정보와 현장에서 작성한 후기를 제공하고 여행지에서의 증강현실 퀘스트 수행에 따라 경험치와 훈장 등의 보상으로 RPG(Role-Playing Game)성장 방식의 몰입감과 재미요소를 제공함으로써 사용자가 실용적인 정보를 실시간 현장 화면과 함께 몰입할 수 있는 서비스를 제공한다.

Analysis on Playing Pattern of Mobile RPG's Combat Contents - Focus on - (모바일 역할수행 게임 전투 콘텐츠의 플레이 패턴 연구 - <세븐 나이츠>를 중심으로 -)

  • Lyou, Chul-Gyun;Kim, HwaHyun
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.69-78
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    • 2016
  • A sense of oneness between a player and an avatar is more emphasized than role-playing itself in Korean RPG playing. Because of this tendency, the main contents of smart phone-based mobile RPG are mainly focus on combat. As PvP occurs more frequently in mobile RPG, playing experiences are diversified from sensitive control to simple repetition. Also, the auto-combat function offered in game system ingenerates funs from testing a mental model that a player statistically sets before playing. This paper analyzes the process of generating fun in mobile RPG based on Ralph Koster's Game Grammar theory. is selected as subject of this analysis. The pattern of mobile RPG playing is dichotomized : automation of producing materials and concentration on raid and PvP contents.

The Pattern Analysis for Gameplay of RPG(Role-Play Game) Genre base on Smart-phone : Toward 'Blade for Kakao' (스마트폰 기반 RPG 장르의 게임플레이 패턴 분석 : '블레이드 for Kakao'를 중심으로)

  • Han, Sang-Geun;Song, Seung-Keun
    • Cartoon and Animation Studies
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    • s.38
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    • pp.237-258
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    • 2015
  • This research aims to analyze gamer's behavior pattern on 'Blade for Kakao' RPG genre based on smart-phone. Three subjects were recruited using the concurrent protocol method to conduct ten episodes in region 1. As a result, it derived four behavior patterns according to the combination of space type affordance and the arrangement affordance of obstacle(monster). The result of this research revealed the forward attack arranged for the fixed obstacles in the wide space, the indirect attack as avoid-type arranged for scattered obstacles in the same space, the hunting up attack once arranged for the crowded obstacles in the same space, and the pulling attack arranged for obstacles in the narrow space. Moreover, it revealed the character growth and the optimization of attack method according to the attribute affordance of the obstacle(monster). This research expect to offer the design guideline for game level design to investigate the relationship between the game play and affordance in RPG genre based on smart-phone.

An Analysis of Game Storytelling Structure Focused on the Characters in RPG (캐릭터 중심의 RPG 스토리텔링 구조 분석)

  • Kim, Mi-Jin;Yoon, Sun-Jung
    • Journal of Korea Game Society
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    • v.5 no.3
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    • pp.17-24
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    • 2005
  • The interaction property of digital media have changed traditional storytelling into a new concept, digital-storytelling, which has been widely accepted. Nowadays open-ended game storytelling, which different from story design of movie or animation, is chosen for the development of RPG. It can make infinite stories according to player character's decision. In this paper, we propose a game storytelling structure focused on the characters for RPG, and analyze how characters designed with various story-values interact with background stories and events in the cyber game world through case studies. This research is necessary to design predictable game mechanics and provide methods to control game play in case of special-purpose game.

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Satisfying Desires Using Auto-Combat in Mobile RPG (모바일 RPG 자동전투 기능을 통한 욕망 충족 양상 연구)

  • Lyou, Chul-Gyun;Kim, HwaHyun
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.29-38
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    • 2015
  • The purpose of this study is to analyze how auto-combat function in mobile RPG satisfies player's desires. The auto-combat is classified into two types-complete and partial- by timing of activation and degree of control. With elicited aspects of play, players' desires are examined based on Lacan's Desire Theory. A player employing partial auto-combat desires to master higher stages with perfect or flawless control, and one's 'object petit a' is to be the difficulty of the stages. On the other hand, a player applying the complete auto-combat demands to fully comprehend the rules of the game and to attain the rewards of completed stage to build more competent characters. Once a player acquires the desirable object, one recognizes the illusion of one's achievement and seeks for new objects. In this succession, auto-combat function is utilized as an active action of willingness for fulfilling one's desire.

Contact Surface Fatigue Life for RPG System (RPG 시스템의 접촉 피로수명)

  • Nam, Hyoung-Chul;Kwon, Soon-Man;Shin, Joong-Ho
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.35 no.11
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    • pp.1453-1459
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    • 2011
  • A roller pinion gear (RPG) system composed of either a pin or a roller and its conjugated cam gear can improve the gear endurance from that of a conventional gear system by reducing the sliding contact while increasing the rolling motion. In this paper, we first proposed the exact cam gear profile and the self-intersection condition obtained when the profile shift coefficient is introduced. Then, we investigated the Hertzian contact stresses and the load stress factors while the varying the shape design parameters to predict the gear surface fatigue life, which is strongly related to the gear noise and vibration at the contact patch. The results show that the pitting life can be extended significantly by increasing the profile shift coefficient.

People Interview - 워크래프트3 개발자 빌 로퍼

  • Korea Database Promotion Center
    • Digital Contents
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    • no.7 s.110
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    • pp.37-37
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    • 2002
  • 1998년 출시된 스타크래프트는 경제, 문화 등 사회전반에 걸쳐 각종 파급효과를 거뒀으며, RPG라는 장르로 많은 인기를 모았던 디아블로는 전 세계 약 500만장의 판매고를 올리며 현재까지도 액션 RPG의 기준으로 자리잡고 있다. 워크래프트3는 2002년 최고의 기대작으로 오크, 휴먼, 언데드, 나이트 앨프 등 4개의 개성있는 종족이 미지의 아제로스 대륙에서 펼치는 끝없는 전쟁을 다룬 전략 시뮬레이션 게임이다.

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Review / 하나포스 센게임의 Astro-N

  • Kim, Mu-Gyeom
    • Digital Contents
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    • no.10 s.125
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    • pp.136-138
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    • 2003
  • 하나포스의 센게임에서 서비스하는 Astro-N은 Full 3D RPG 비행 슈팅 게임이라는 조금은 생소한 장르의 온라인 게임이다. 한국게임산업개발원 주관으로 선정되는 8월 이달의 우수게임에 선정되기도 한 Astro-N은 기존의 아케이드 비행슈팅게임이 가지고 있는 스릴감과 기체의 성장과 무기의 개조라는 RPG적 요소가 합체된 퓨전 온라인 게임이라 할 수 있다.

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Chinese Elements in RPG Game of USA, JAPAN, and KOREA (中国元素在国外RPG游戏角色造型中的应用分析 )

  • Lee, Won-Jung;Shui, Lin-Lin
    • Cartoon and Animation Studies
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    • s.39
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    • pp.349-363
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    • 2015
  • As the market sheare of the Chinese game market across the world has been largely expanded over a decade, big game exporters of USA, Japan, Korea have developed Chinese factors and promoted export strategies, that target China. The Purpose of this study is to analyze the popular game characters of USA, Japan and Korea in order to provide empirical analysis of traditional Chinese elements applied in existing games. The RPG games in USA, Japan and Korea were selected for the contents analysis of the Chinese elements to show how the existing game companies used Chinese elements. The main findings of the research from survey data are rather inconsistent with the content analysis. In particular, all the RPG game companies of USA, Japan and Korea showed a remarkable ratio of using Manzu clothes more than Hanzu clothes. But, the preference of real game users on the Manzu style were lower than Hanzu style. Moreover, Chinese users showed more preference of the game character background that users more deepen Chinese culture. We suggest that applying Chinese elements need to be more selective based on real user's demand.